
Mushgloomini
Dark · Protector
Mushgloomini looks like a mushroom but is not food: it only comes out at night, using dark spores to fend off danger.
- Dex No.
- No. 017
- Rarity
- 3-star
- Aspect
- Dark
- Trait
- Protector
- Position
- Frontline
- Damage
- Magic
- Tier
- A
- Reroll
- Solid Pick
- Height
- 55
- Energy
- 25 J
- Introduced
- Pre-Release
Protector role: A tank that shields the back line and soaks incoming damage.
Energy: Regenerates Energy when it is hit, and opponents prioritise attacking it, so being targeted is how it fuels itself.
Dispositions
Mushgloomini carries these four. Exactly one runs at a time, so this is the one thing about it you choose rather than roll for. What the rest of the roster carries is on the Dispositions reference.
- Steady
Increases Max Health by 8%. When Health drops below 50% for the first time, increase it by an additional 8%.
Effect shown at level III.
- Meticulous
Gain 12% MR. The effect doubles for 10s after the start of battle.
Effect shown at level III.
- Warm-Hearted
While the Disposition owner is alive, all allied units gain 8% Attack SPD.
Effect shown at level III.
- Confident
Basic Attack DMG increases by 15%.
Effect shown at level III.
Abilities
- Hallucinogenic SporesBattle Skill
Releases spores that deal 300% Magic DMG to opponents within 1 hex and apply 33% Deep Wounds for 4s.
- Dazzling SporesExploration Skill
Releases spores that make nearby targets dizzy.
Ability data compiled from community sources. Unofficial and subject to change during the closed beta.
Rapport ranks
Duplicate copies of Mushgloomini raise its Rapport rank, and each rank changes its signature skill. The ladder is not evenly weighted: ranks 1 and 4 scale numbers that are already there, ranks 3 and 5 are a flat stat bump and nothing else, and ranks 2 and 6 are where the skill actually gains something new. Those two are the ones worth pulling for.
Resolve: Release spores, dealing 300% (ATK) Physical DMG to adjacent opponents, and also healing itself for 15% (HP) Health. Keyword: Resolve: Skill is used once when Health first reaches or drops below 50%.
| Rank | Effect | Kind |
|---|---|---|
| R1 | Health increases by 12%. | Scales the skill |
| R2 | Skill additionally applies 15% Deep Wounds to targets hit for 4s. | New effect |
| R3 | MR increases by 12%. | Flat stat bump |
| R4 | The Physical DMG dealt by spores increases to 390%. | Scales the skill |
| R5 | MR increases by 12%. | Flat stat bump |
| R6 | Skill Healing increases to 20%. | New effect |
Rank text recorded from closed-beta play and compiled from community sources. Unofficial and subject to change. The Kind column is our own reading of the ladder, measured across all 82 published rank sets rather than assigned by hand.



